Repairing Ships

By DarthAmmon, in Star Wars: Armada Rules Questions

Ok, finally getting my first game underway tomorrow and just want to clarify the process of ship repair.

I know that a command dial doubles your ship's available points to spend and a token adds half your ship's repair points on top. What I want to be sure on is this: When I activate a ship and reveal a command dial, THAT is when I make my repairs. If I reveal a different command, such as concentrate fire, I still get to make repairs, but only with my basic repair point amount, plus a token if I add it, correct?

Just want to double check so I don't mess up during the game. lol

You are a bit confused.

1. Dial: gives you as many points as your engineering value.

2. Token: gives you the half rounded up.

You don't need a repair command dial to repair as long as you have a token. You don't get engineering points if you don't resolve a repair command what you can't do if you don't have a dial or a token. So you can repair with an engineering command from a dial AND/OR a token but you can't repair if you don't spend a dial or a token.

In other words. Your engineering value says how many points you get when resolving a engineering command. The engineering value are not free points for repairing each activation.

33 minutes ago, DarthAmmon said:

I know that a command dial doubles your ship's available points to spend and a token adds half your ship's repair points on top.

So, the repair dial does not double your ship's eng points, just single. You don't normally get to repair if you don't have a repair command.

Dial: you may spend a number of engineering points equal to your ship's engineering value.

Token: you may spend a number of engineering points equal to your ship's engineering value, rounded up.

33 minutes ago, DarthAmmon said:

What I want to be sure on is this: When I activate a ship and reveal a command dial, THAT is when I make my repairs. If I reveal a different command, such as concentrate fire, I still get to make repairs, but only with my basic repair point amount, plus a token if I add it, correct?

Almost. You only get to repair if you actually spent the dial to do so that turn. If you had a different command, and no repair token, you don't get to spend any engineering points.

As for timing, you're correct: you show the dial, and choose whether to spend it this turn or trade it in for a token, for use later. After you've made that decision, if you chose to spend an engineering command dial, you may resolve it repair shields, hull, or move shields around, according to the chart on RRG pg 3 COMMANDS:


Repair: Resolve after revealing the ship’s command dial.

◊ Dial: Gain engineering points equal to the ship’s engineering value and spend them on the following repair effects.
+ Move Shields: Spend one point to move one shield by reducing one of the ship’s hull zone’s shield dials by one and then increasing another of its hull zone’s shields by one (without exceeding its maximum shield value).
+ Recover Shields: Spend two points to recover one shield on any of the ship’s hull zones (without exceeding its maximum shield value).
+ Repair Hull: Spend three points to choose and discard one of the ship’s faceup or facedown damage cards.

◊ Token: Gain engineering points equal to half of the ship’s engineering value, rounded up, to spend on the above repair effects.

◊ A ship can resolve repair effects in any order.

◊ A ship can pay for and resolve each effect multiple times if he has the engineering points to do so.

◊ When a ship resolves a repair command, it must completely resolve one repair effect before paying for and resolving another. For example, if a ship has five engineering points, it can discard one “Capacitor Failure” damage card and then recover one shield in a hull zone with no shields remaining.

◊ After a ship resolves a repair command, it loses any remaining engineering points. Engineering points do not persist from round to round.

Edited by Ardaedhel

Thanks for clearing that up! So am I able to use a token as well as a dial to increase the points to spend? So if I have an Interdictor, a dial and token use in the same turn/activation would give me 8 points to spend, instead of the 5?

Glad you told me this now, rather than find out tomorrow when I'm getting ripped up. lol

Correct. You can stack the two if you spend them both on the same turn for 8 engineering points; however, you don't get any natively without spending an eng dial and/or token.

Thanks. :-) So glad I asked! I could have really screwed up tomorrow if I'd gone along with my initial idea of how repairs worked. lol

Can plan accordingly now. :-)

Another way to remember this is:

Repair = k x E

where:

E = your Engineering value

k =

  • 1 if you spent a Repair dial
  • 0.5 if you spent a Repair token
  • 1.5 if you spent both
  • 0 if you spent neither